The new commoditiy system is screwed.

Regarging the new comodity system it looks like, the demand for a commodity (i.e. Painite) of a station will be replenished once a day (with the tick) and will be lowered continiously by the players selling to the station. When the demand reaches 0 it will stay at 0 until the next tick.

As a result, the player who is able to play the game right after the tick will have the opportunity to sell at high prices and earn alot of credits, whilst all the players starting the game a few hours later, i.e. they are in another timezone, are highly disadvantaged due to lower or no demand left wich results in lower prices.

This system is leading nowhere but giving only a small percentage of the playerbase, living in the right timezone, a high opportunity whilst hurting all others. I have no clue who mentioned this system and who made the decission to implement it. In my opinion this is the most stupid idea and decission I have ever seen, when softwaredevelopers are trying to implement somthing like an economy to a game.

Feel free to discuss.
 
Monitoring. Sure, it is hard to say if it recovers continiously, if the playerbase is sell more than it recovers, but watching the stations wich have there demand lowered to 0 staying at 0 is a pretty good evidence. Anyone please proof me I am wrong, because if I am wrong there will be a possibility to tweak it. But looking at the number of systems and stations it will be nearly impossible to tweak it the right way. just my 2 cent.
 
Monitoring. Sure, it is hard to say if it recovers continiously, if the playerbase is sell more than it recovers, but watching the stations wich have there demand lowered to 0 staying at 0 is a pretty good evidence. Anyone please proof me I am wrong, because if I am wrong there will be a possibility to tweak it. But looking at the number of systems and stations it will be nearly impossible to tweak it the right way. just my 2 cent.

Is this just Painite or ALL commodities?
 
I thought it should be tweaked and not nerfed to death by using a non working economic system.

Making 300mil credits an hour from one mineral is going to get nerfed to death though. That is what breaks the economy, not the other way around.

There is another thread here somewhere.. where a CMDR made a decent little profit moving gold, way more realistic
 
I only monitored Painite today, but I know it is / was the same with Tritium, just the other way around (i.e. station offers 123.000 Tritium for the whole playerbase and when its empty its empy)
 
So... pretend you're a fisherman. If you set up at the fish wholesale market in time for when it opens to buyers you'll get the best price for your fish. If you arrive half an hour before the market closes you'll get pennies or worst-case you'll get nothing for your fish as there'll be no demand.

I don't think 'realism' is the most stupid idea at all. You can either get to the market on time, or you can't. If you can't, you just need to find the next-best alternative market.
 
Making 300mil credits an hour from one mineral is going to get nerfed to death though. That is what breaks the economy, not the other way around.

There is another thread here somewhere.. where a CMDR made a decent little profit moving gold, way more realistic

The economy was broken years ago. About 3-6 months after the launch, when there was no roleback when the players figured how to exploit the crap out of the game.
 
Making 300mil credits an hour from one mineral is going to get nerfed to death though. That is what breaks the economy, not the other way around.

There is another thread here somewhere.. where a CMDR made a decent little profit moving gold, way more realistic

You’re missing the point. OP’s complaint is not about the nerfing, but the way it’s implemented. If it’s implemented like they described (and I’m not saying it is), that’s a very poor way of doing it because it benefits only those playing in time zones after the tick, and people that play near the end of the tick are out of luck.

I doubt it’s actually like that though because I’m sure the developers are smarter than to implement such a system...
 
So... pretend you're a fisherman. If you set up at the fish wholesale market in time for when it opens to buyers you'll get the best price for your fish. If you arrive half an hour before the market closes you'll get pennies or worst-case you'll get nothing for your fish as there'll be no demand.

I don't think 'realism' is the most stupid idea at all. You can either get to the market on time, or you can't. If you can't, you just need to find the next-best alternative market.

You are missing the point: Some player cant get to the market in time, because they either live in different timezone or have to work when the market opens (the tick happens). Thats the biggest issue here: disadvantage most of the playerbase
 
You’re missing the point. OP’s complaint is not about the nerfing, but the way it’s implemented. If it’s implemented like they described (and I’m not saying it is), that’s a very poor way of doing it because it benefits only those playing in time zones after the tick, and people that play near the end of the tick are out of luck.

I doubt it’s actually like that though because I’m sure the developers are smarter than to implement such a system...

I'm not missing the point. I'm saying move on from Painite.
 
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I doubt it’s actually like that though because I’m sure the developers are smarter than to implement such a system...

Unfortunetaly they have not proven to be smart yet. All economy things, the developers messed up over the years, was solve by using a massive "nerf hammer", instead of implementing something usefull. Just remember passenger missions.
 
Painite's not exactly worthless - still worth mining it, in fact it's quicker as now I'm not gonna throw out as much platinum shrug
lol but you are right. Probably it is worth now to keep other mining stuff too. But you still have to face the bad implementation of the new system.
 
You are missing the point: Some player cant get to the market in time, because they either live in different timezone or have to work when the market opens (the tick happens). Thats the biggest issue here: disadvantage most of the playerbase

I'm not missing the point at all. I'm disagreeing with it.

What alternatives do you suggest? Players are all over the world, change the tick time and other players will be 'disadvantaged'. I imagine only a small % of players crowd into the highest paying market station waiting for the tick to sell their carrier full of whatever the most lucrative commodity is. The rest, most, will sell at a price they find acceptable, within an acceptable range of their preferred mining spot.
 
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